Random line of code thread
category: code [glöplog]
For all two player games..
Code:
int sch_AlphaBeta(int depth, int alpha, int beta)
{
if (depth == 0)
return Evaluate();
GenerateLegalMoves();
while (MovesLeft()) {
MakeNextMove();
val = -sch_AlphaBeta(depth - 1, -beta, -alpha);
UnmakeMove();
if (val >= beta)
return beta;
if (val > alpha)
alpha = val;
}
return alpha;
}Code:
love.graphics.draw(starBuffer, (x + size + (size / 10)), y + (size / 10), 0, .1, .1)Code:
move.l .opc(pc),a4 ; points to "move.w d5,d6;lsl.w #8,d6" = $3c05e14e, treated as $5e14e (68000 only)Code:
[BAR * 25, "Hard to hear from you clearly, feel it really"],
[BAR * 25.5, "If we're never worlds apart"],
[BAR * 28, "[extended keytar noodling]"],
[BAR * 36, "[yes, it's still going]"],
Code:
wine ~/Downloads/winuae64_6.0.0.exe -f runner.uae -G0x0842, // 3: jmp x--, 2 side 1
Code:
errors[charset][character][charline] = __builtin_popcount(character ^ charsets[charset][convert[charset][character][charline]][charline]);
Code:
tst.l ReturnCode(pc)1poke 53280,0:poke53281,0:print chr$(5)
2print mid$("NM",1-(rnd(1)>.5),1);:goto2
3rem c64, any cbm. thats shift NM
2print mid$("NM",1-(rnd(1)>.5),1);:goto2
3rem c64, any cbm. thats shift NM
Code:
stop #$2700Code:
rs (:++ - :+) / 2Code:
450 IF whtn6=>100 THEN 'here comes the great mountain of shitCode:
ldh [rNR{d:CNUM}2],aCode:
const numLines = ev.target.value.trim().split("\n").map((line) => Math.ceil((line.trim().length + 1) / charsPerLine)).reduce((a,b) => a+b, 0);This is my random number generator.
Code:
short rnd(int *seed) {
return ((*seed = *seed * 214013L + 2521011L)>>16)&0x7fff;
}
Not one line, but one row:
Courtesy of Hannibal :)
Code:
move.l (a1)+,d2
move.l (a1)+,d3
divu.w #1,d0
movem.l (a1)+,d4-d6
lsl.w d0,d7
movem.l (a1)+,d7/a0/a2
movem.l (a1)+,a3-a5
lsl.w d0,d1
lea.l 44(a6),a6
move.w (a1)+,d1
movem.l d2-d7/a0/a2-a5,-(a6)
move.w d1,(a7)Courtesy of Hannibal :)
Code:
sub.l (a4),a1
add.l -(a4),a1
Code:
bsr ecx, eax
add ecx, byte 2
bts eax, ecxBlueberry is optimizing Crinkler headers again!
The code is actually from Jingler, not Crinkler. ;)
A beverage to the first person to describe its purpose!
A beverage to the first person to describe its purpose!
Code:
%if __BITS__ == 32
%define rax eax
%define rbx ebx
%define rcx ecx
%define rdx edx
%define rsi esi
%define rdi edi
%define rbp ebp
%define rsp espIt is an index of bit strings prefixed with '101'? I don't know it's purpose beyond that. From looking at the repo, it selects some special set of opcodes under certain conditions.
This is how I did triangle shading on daytrip/megadrive
Code:
#define V1 vert_rot[cube_tris[i].v1]
#define V2 vert_rot[cube_tris[i].v2]
#define V3 vert_rot[cube_tris[i].v3]
z_normal = ((V2.x-V1.x) * (V3.y-V2.y)) -((V3.x-V2.x) * (V2.y-V1.y));
color = 7-(abs(z_normal>>9)%7);
color++;
if(z_normal < 0) {
flat_triangle(p, &cube_tris[i], color | (color<<4) );
}
Code:
ldh a,[hHeldButtons]
ld a,[Player_ControlBitFlipMask]
xor b
Quote:
It is an index of bit strings prefixed with '101'? I don't know it's purpose beyond that. From looking at the repo, it selects some special set of opcodes under certain conditions.
Close enough. It's part of the decoding of the "implicit" bytecodes, for which the opcode (third byte of the encoding) of the corresponding SSE2 instruction is determined by the bytecode value. It just so happens that (almost) all of the relevant SSE2 instructions have opcodes that start with 101, so in order to save space in the bytecode encoding, I chop off the most significant 1 when encoding the bytecodes. Those three instructions then put it back during decoding.
